/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2005 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu * * Implement our own subset of KHR_debug extension. * We override the functions pointers by our own implementation that just checks glGetError. */ #include "BLI_utildefines.h" #include "glew-mx.h" #include "gl_debug.hh" using GPUvoidptr = void *; #define GPUvoidptr_set void *ret = #define GPUvoidptr_ret return ret #define GLboolean_set GLboolean ret = #define GLboolean_ret return ret #define void_set #define void_ret #define DEBUG_FUNC_DECLARE(pfn, rtn_type, fn, ...) \ static pfn real_##fn; \ static rtn_type GLAPIENTRY debug_##fn(ARG_LIST(__VA_ARGS__)) \ { \ debug::check_gl_error("generated before " #fn); \ rtn_type##_set real_##fn(ARG_LIST_CALL(__VA_ARGS__)); \ debug::check_gl_error("" #fn); \ rtn_type##_ret; \ } namespace blender::gpu::debug { /* List of wrapped functions. We don't have to support all of them. * Some functions might be declared as `extern` in GLEW. We cannot override them in this case. * Keep the list in alphabetical order. */ /* Avoid very long declarations. */ /* clang-format off */ DEBUG_FUNC_DECLARE(PFNGLBEGINQUERYPROC, void, glBeginQuery, GLenum, target, GLuint, id); DEBUG_FUNC_DECLARE(PFNGLBEGINTRANSFORMFEEDBACKPROC, void, glBeginTransformFeedback, GLenum, primitiveMode); DEBUG_FUNC_DECLARE(PFNGLBINDBUFFERBASEPROC, void, glBindBufferBase, GLenum, target, GLuint, index, GLuint, buffer); DEBUG_FUNC_DECLARE(PFNGLBINDBUFFERPROC, void, glBindBuffer, GLenum, target, GLuint, buffer); DEBUG_FUNC_DECLARE(PFNGLBINDFRAMEBUFFERPROC, void, glBindFramebuffer, GLenum, target, GLuint, framebuffer); DEBUG_FUNC_DECLARE(PFNGLBINDSAMPLERPROC, void, glBindSampler, GLuint, unit, GLuint, sampler); DEBUG_FUNC_DECLARE(PFNGLBINDVERTEXARRAYPROC, void, glBindVertexArray, GLuint, array); DEBUG_FUNC_DECLARE(PFNGLBLITFRAMEBUFFERPROC, void, glBlitFramebuffer, GLint, srcX0, GLint, srcY0, GLint, srcX1, GLint, srcY1, GLint, dstX0, GLint, dstY0, GLint, dstX1, GLint, dstY1, GLbitfield, mask, GLenum, filter); DEBUG_FUNC_DECLARE(PFNGLBUFFERDATAPROC, void, glBufferData, GLenum, target, GLsizeiptr, size, const void *, data, GLenum, usage); DEBUG_FUNC_DECLARE(PFNGLBUFFERSUBDATAPROC, void, glBufferSubData, GLenum, target, GLintptr, offset, GLsizeiptr, size, const void *, data); DEBUG_FUNC_DECLARE(PFNGLDELETEBUFFERSPROC, void, glDeleteBuffers, GLsizei, n, const GLuint *, buffers); DEBUG_FUNC_DECLARE(PFNGLDELETEFRAMEBUFFERSPROC, void, glDeleteFramebuffers, GLsizei, n, const GLuint*, framebuffers); DEBUG_FUNC_DECLARE(PFNGLDELETEPROGRAMPROC, void, glDeleteProgram, GLuint, program); DEBUG_FUNC_DECLARE(PFNGLDELETEQUERIESPROC, void, glDeleteQueries, GLsizei, n, const GLuint *, ids); DEBUG_FUNC_DECLARE(PFNGLDELETESAMPLERSPROC, void, glDeleteSamplers, GLsizei, count, const GLuint *, samplers); DEBUG_FUNC_DECLARE(PFNGLDELETESHADERPROC, void, glDeleteShader, GLuint, shader); DEBUG_FUNC_DECLARE(PFNGLDELETEVERTEXARRAYSPROC, void, glDeleteVertexArrays, GLsizei, n, const GLuint *, arrays); DEBUG_FUNC_DECLARE(PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC, void, glDrawArraysInstancedBaseInstance, GLenum, mode, GLint, first, GLsizei, count, GLsizei, primcount, GLuint, baseinstance); DEBUG_FUNC_DECLARE(PFNGLDRAWARRAYSINSTANCEDPROC, void, glDrawArraysInstanced, GLenum, mode, GLint, first, GLsizei, count, GLsizei, primcount); DEBUG_FUNC_DECLARE(PFNGLDRAWBUFFERSPROC, void, glDrawBuffers, GLsizei, n, const GLenum*, bufs); DEBUG_FUNC_DECLARE(PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC, void, glDrawElementsInstancedBaseVertexBaseInstance, GLenum, mode, GLsizei, count, GLenum, type, const void *, indices, GLsizei, primcount, GLint, basevertex, GLuint, baseinstance); DEBUG_FUNC_DECLARE(PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC, void, glDrawElementsInstancedBaseVertex, GLenum, mode, GLsizei, count, GLenum, type, const void *, indices, GLsizei, instancecount, GLint, basevertex); DEBUG_FUNC_DECLARE(PFNGLENDQUERYPROC, void, glEndQuery, GLenum, target); DEBUG_FUNC_DECLARE(PFNGLDISPATCHCOMPUTEPROC, void, glDispatchCompute, GLuint, num_groups_x, GLuint, num_groups_y, GLuint, num_groups_z); DEBUG_FUNC_DECLARE(PFNGLDISPATCHCOMPUTEINDIRECTPROC, void, glDispatchComputeIndirect, GLintptr, indirect); DEBUG_FUNC_DECLARE(PFNGLENDTRANSFORMFEEDBACKPROC, void, glEndTransformFeedback, void); DEBUG_FUNC_DECLARE(PFNGLFRAMEBUFFERTEXTURE2DPROC, void, glFramebufferTexture2D, GLenum, target, GLenum, attachment, GLenum, textarget, GLuint, texture, GLint, level); DEBUG_FUNC_DECLARE(PFNGLFRAMEBUFFERTEXTURELAYERPROC, void, glFramebufferTextureLayer, GLenum, target, GLenum, attachment, GLuint, texture, GLint, level, GLint, layer); DEBUG_FUNC_DECLARE(PFNGLFRAMEBUFFERTEXTUREPROC, void, glFramebufferTexture, GLenum, target, GLenum, attachment, GLuint, texture, GLint, level); DEBUG_FUNC_DECLARE(PFNGLGENBUFFERSPROC, void, glGenBuffers, GLsizei, n, GLuint *, buffers); DEBUG_FUNC_DECLARE(PFNGLGENERATEMIPMAPPROC, void, glGenerateMipmap, GLenum, target); DEBUG_FUNC_DECLARE(PFNGLGENERATETEXTUREMIPMAPPROC, void, glGenerateTextureMipmap, GLuint, texture); DEBUG_FUNC_DECLARE(PFNGLGENFRAMEBUFFERSPROC, void, glGenFramebuffers, GLsizei, n, GLuint *, framebuffers); DEBUG_FUNC_DECLARE(PFNGLGENQUERIESPROC, void, glGenQueries, GLsizei, n, GLuint *, ids); DEBUG_FUNC_DECLARE(PFNGLGENSAMPLERSPROC, void, glGenSamplers, GLsizei, n, GLuint *, samplers); DEBUG_FUNC_DECLARE(PFNGLGENVERTEXARRAYSPROC, void, glGenVertexArrays, GLsizei, n, GLuint *, arrays); DEBUG_FUNC_DECLARE(PFNGLLINKPROGRAMPROC, void, glLinkProgram, GLuint, program); DEBUG_FUNC_DECLARE(PFNGLMAPBUFFERRANGEPROC, GPUvoidptr, glMapBufferRange, GLenum, target, GLintptr, offset, GLsizeiptr, length, GLbitfield, access); DEBUG_FUNC_DECLARE(PFNGLTEXBUFFERPROC, void, glTexBuffer, GLenum, target, GLenum, internalFormat, GLuint, buffer); DEBUG_FUNC_DECLARE(PFNGLTEXIMAGE3DPROC, void, glTexImage3D, GLenum, target, GLint, level, GLint, internalFormat, GLsizei, width, GLsizei, height, GLsizei, depth, GLint, border, GLenum, format, GLenum, type, const GLvoid *,pixels); DEBUG_FUNC_DECLARE(PFNGLTEXSUBIMAGE3DPROC, void, glTexSubImage3D, GLenum, target, GLint, level, GLint, xoffset, GLint, yoffset, GLint, zoffset, GLsizei, width, GLsizei, height, GLsizei, depth, GLenum, format, GLenum, type, const GLvoid *, pixels); DEBUG_FUNC_DECLARE(PFNGLTEXTUREBUFFERPROC, void, glTextureBuffer, GLuint, texture, GLenum, internalformat, GLuint, buffer); DEBUG_FUNC_DECLARE(PFNGLUNMAPBUFFERPROC, GLboolean, glUnmapBuffer, GLenum, target); DEBUG_FUNC_DECLARE(PFNGLUSEPROGRAMPROC, void, glUseProgram, GLuint, program); /* clang-format on */ #undef DEBUG_FUNC_DECLARE void init_debug_layer() { #define DEBUG_WRAP(function) \ do { \ real_##function = ::function; \ ::function = &debug_##function; \ } while (0) DEBUG_WRAP(glBeginQuery); DEBUG_WRAP(glBeginTransformFeedback); DEBUG_WRAP(glBindBuffer); DEBUG_WRAP(glBindBufferBase); DEBUG_WRAP(glBindFramebuffer); DEBUG_WRAP(glBindSampler); DEBUG_WRAP(glBindVertexArray); DEBUG_WRAP(glBlitFramebuffer); DEBUG_WRAP(glBufferData); DEBUG_WRAP(glBufferSubData); DEBUG_WRAP(glDeleteBuffers); DEBUG_WRAP(glDeleteFramebuffers); DEBUG_WRAP(glDeleteProgram); DEBUG_WRAP(glDeleteQueries); DEBUG_WRAP(glDeleteSamplers); DEBUG_WRAP(glDeleteShader); DEBUG_WRAP(glDeleteVertexArrays); DEBUG_WRAP(glDispatchCompute); DEBUG_WRAP(glDispatchComputeIndirect); DEBUG_WRAP(glDrawArraysInstanced); DEBUG_WRAP(glDrawArraysInstancedBaseInstance); DEBUG_WRAP(glDrawBuffers); DEBUG_WRAP(glDrawElementsInstancedBaseVertex); DEBUG_WRAP(glDrawElementsInstancedBaseVertexBaseInstance); DEBUG_WRAP(glEndQuery); DEBUG_WRAP(glEndTransformFeedback); DEBUG_WRAP(glFramebufferTexture); DEBUG_WRAP(glFramebufferTexture2D); DEBUG_WRAP(glFramebufferTextureLayer); DEBUG_WRAP(glGenBuffers); DEBUG_WRAP(glGenerateMipmap); DEBUG_WRAP(glGenerateTextureMipmap); DEBUG_WRAP(glGenFramebuffers); DEBUG_WRAP(glGenQueries); DEBUG_WRAP(glGenSamplers); DEBUG_WRAP(glGenVertexArrays); DEBUG_WRAP(glLinkProgram); DEBUG_WRAP(glMapBufferRange); DEBUG_WRAP(glTexBuffer); DEBUG_WRAP(glTexImage3D); DEBUG_WRAP(glTexSubImage3D); DEBUG_WRAP(glTextureBuffer); DEBUG_WRAP(glUnmapBuffer); DEBUG_WRAP(glUseProgram); #undef DEBUG_WRAP } } // namespace blender::gpu::debug